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i have this custome crossbow i made 

it autoloads after the first shoot is nice and all 

 

but i don't like how when aiming it begins missaligned a little to the right then it slowly trembles a few and aligning whit the crosshair  
this is coze the bow animation id vertical and made this crosbow rotate 90degrees 

    public UseAnim getUseAnimation(ItemStack p_40678_) {
        return UseAnim.BOW;
    }

why i dont use UseAnim.CROSSBOW  for a crossbow 
you see  the vainilla crossbow from the CrossbowItem.class uses a tag to know if its pulling to load an arrow or to shoot 


private static final String TAG_CHARGED = "Charged";

i copy this methods to mi crossbow and set to UseAnim.CROSSBOW  but dont seems to do nothing 

	   public static boolean isCharged(ItemStack p_40933_) {
      CompoundTag compoundtag = p_40933_.getTag();
      return compoundtag != null && compoundtag.getBoolean("Charged");
   }
	   public static void setCharged(ItemStack p_40885_, boolean p_40886_) {
      CompoundTag compoundtag = p_40885_.getOrCreateTag();
      compoundtag.putBoolean("Charged", p_40886_);
   }

inside LivingEntity.class there is this   .getUseItemRemainingTicks()  thats used to calculate the bow pulling but seems like theres no .setUseItemRemainingTicks()

 

hoping to be understandable 
        i need to override the way the pulling animation is calculated to set it to the max from the beginning just for the sake of aesthetics 

 

 

 

 

 

 

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